This may seem like a rather simple thing, but I can't seem to figure it out or find an answer.
I'm trying to write an exporter for 3ds MAX, but it stores its rotations in quaternions while I need angles.
It does provide you with a function to convert them, which gives you bad angles at the edges.
A simple rotation around the Y axis jumps like this:
... (quat -0.0222105 -0.706758 -0.0222105 0.706758) (eulerAngles 90.0001 86.4 90.0001) (quat 2.30405e-007 -0.707107 2.30405e-007 0.707107) (eulerAngles 0 90 0) (quat 0.0230636 -0.706731 0.0230636 0.706731) (eulerAngles -90 86.2617 -90) ...
After some research I got told that that is the expected behavior. I tried to write my own conversion function and catch the bad angles, but failed. What exactly should I do to get the degrees?
I hope you can help me with this!
Thank you in advance and have a nice day!
Edited by gnomgrol, 28 July 2014 - 12:29 PM.